

The to-do list is now based on the Tracker online at:

http://www.agsforums.com/tracker.php

Below is an archive


====================================================================================================
WEBSITE / COMMUNITY
====================================================================================================

 * - Roger - trivia2, Add !addquote, !randomquote
   random responses a|b|c
   !agstrivia with seperate set of questions
 * Forum - display date joined under user title on all posts
 * games page - add e-mail addresses, register username to link games together
 * online manual allowing user comments on manual pages
 * games page Keywords to allow a 'similar games' feature
   games page release dates for games
   games page link to forums - each game should have list of contributors as forum names
                               allowing "view my games" link in peoples profiles
 * Add link to Plugins category page to the Resources page
 * make a downloadabel version of the KB

====================================================================================================
MISCELLANEOUS
====================================================================================================

 * tutorials on:
    - basic LEC GUI - in particular, how to make 'Give X to Y' mode
    - custm save/load window
    - keyboard walking 
    - save game screenshots
&* quick tutorial on making a custom save window
 * better document what happens when right-click on GUI (ie. on_event)
 * mittens easter egg -> jellyfish photo
 * mention * and / operators in the manual or scripting tut

====================================================================================================
FIXED
====================================================================================================

 * 256-col animated backgrounds - ticking both Use Exacy Palette and Share Palette doesn't
   seem to use exact palette
 * only display dynamic sprite warning if game exits normally
 * int result = lists[letter[1].list].entries[letter[1].position];
   doens't work - the second subscript is wrong
 * editor Script menu, repeatedly_Execute goes to _always because it doesn't check for (
 * strgetcharat returns negative numbers for chars > 127
 * bug with:
   run-script 1
   ego: some text
   run-script 2
   second script doesn't run
 * check 'Clear all actions from this event' crashing if a Run Script is involved
 * if there is a DisplaySpeech in First Time Enters Sceen, then Enters Screen AFter Fadein
   doesn't get run
 * check neole's problem of it trying to allocate 47 MB of memory in one go - same as exe file size
 * memory leak in RunAGSGame
//CJ: Unsure, remove this from the list
 * check generation of translation source for messages with  \"  in them
 * check hit-testing z-order when SetObjectIgnoreWalkbehinds is used
 * unchecking "remove message after time" doesn't play speech anim
 * if another application pops up while playing the game, it will freeze
 * problem with interactions not sticking with Run Script, getting switched back
 * sierra w/bgrnd window background doesn't shrink to fit text
 * check sierra w/bg speech doesn't shorten box for short "Hello" speech
 * check character turning with diagonal loops (press Up-right, only turns to right frame)
 * check having multiple inventory windows doesn't update (ie. switch on GUI with second window, stops updating)
 * Changing room area zoom level does not mark room as Changed for save confirmation
 * Normal text box messages with auto remove don't disappear
 * check setviewport with large rooms
//CJ: Not sure about this one, probably fixed
 * MP3 volume control hardly has any effect
 * No speech text on top of GUIs
&* don't display speech on background GUIs
 * check if allow GUIs on top of full-screen dialog pics
 * sometimes doesn't use idle view for idle anim
 * if char behind walk-behind area, don't recognise in GEtCharAt
 * check transparent corners to text windows
 * make character import/export idle view too
 * check behaviour when icon bar gui is popped up - inconsistent pausedness
 * check memory allocation in load_lzw for large anim bkgrnd rooms
 * setsoundvolume affects mp3s after restoring game
 * check tiled psrite import in 256-cols
 * check numbers in character script names
 * check animating background import eg 640x290 room
 * scaled characters hit-testing with pixel-perfect detection is wrong
 * check inquisitor's problem - Open Inventory needs to click elsewhere first
 * check DisplaySpeechBackground when new speech is displayed for character already talking
 * check GUI responsiveness when activated by another GUI
 - check click open btton on LEC then inv item doesn't work
 - check global script compile error messes up sprite file
//CJ: never managed to replicate this, I think it was a misleading bug report
 - speed up engine (esp prob with low-mem vid cards)
 - DisplaySpeech max string length = 150 chars
 - walking speed 1 jumps to destination
 - bug: setbackgroundframe pops up another frame
 * auto-remove narrator text if set taht way
 * check importing 640x280 graphics at 640x400

====================================================================================================
IMPLEMENTED
====================================================================================================

 * AddInvToNPC/LoseInvFromNPC function
&* AddInventoryToCharacter; keep track of inventory item order for all chars
 * more hotspots (30);
   display current hotspot in red and all others in grey
&* increase max hotspots
&* more hotspots
&* more hotspots
&- more hotspots
&- increase max hotspots
&* stop hotspots 16-19 being grey - maybe make only current hotspot coloured, others all grey
 * view preview window should remember X/Y co-ords of where it last was
 * RawDrawViewFrame(view,loop,frame)
 * GetNumObjects() to return number of objectsin room
 * Recompile All Rooms should tell you the room number if there is a compile error
 * per-object option to make them obey scaling, lighting, etc
 * display X/Y co-ordinates of objects in the editor
 * GUIObjectOff/GUIObjectOn to temporarily remove GUI controls from their GUI
 * pixel-perfect click detection on scaled sprites
 * Popup Gamewide GUI type, to stop all clicks on other GUIs while it's active
 * option to only display current area in Room AReas editor,
   and to display all other areas in grey
 * suggestions on bug tracker
&* Tracker feature requests - annotations, naming views, etc
&* check bug tracker for latest bugs/requests
//Done! :)
 * allow different X and Y movement speeds
&* character movement X and Y speed can be different
&- different vertical move speed to horizontal move speed
 * pivot point X co-ordinate for animation frames, so they don't have to line up
   at the left hand side
   function is in progress
&* set X 'axis' for view frames, to be used as an automatic offset to move the frames around
 * interaction command "Move NPC to other room (specific co-ordinates)"
 * SetCharacterIgnoreWalkbehind(CHARID, int walkbehind_to_ignore)
 * GUI objects should have "x", "y" settings to place exactly
&* x/y property for GUI objects in editor
 * check playing flcs in hi-color games
 * script compiler should detect errors like:  string result = StrGetCharAt ();
 * option for if multiple of an inventory item, display it twice - useful for RPG's
 * coloured light tint for regions
 * multi-select in sprite manager
 * name views (like chars/GUIs)
 - add room transition type: cross-fade
 * unhandled_event with Use Inventory - check for "If inv used" responses - if root level
   only has "If inv used" conditionals then run unhandled_event
&* should run unhandled_event if inv not handled
 * allow read-only access to the rest of agsedit while script editor is open
 * custom checkboxes/textboxes for objects/hotspots/characters to allow user options for them
 * max cursors
 * clean up general settings tab (order stuff/etc)
 * script check int/string use as parameters to functions
&* script compiler should catch int passed as string or vice versa
 * new skip speech style - Only mouse click skips, not keyboard
 * change "Default text" to "Text" in GUI Editor for textbox/label
 * store whether screen faded out, to allow FadeOut, Wait(10), FadeIn in hi-col
 * different walking style, go left, then up-left, then up, to allow smooth
   rotation of character
 - Make characters block so you can't walk through them.
&* Stop walking through other characters
&* stop chars moving through each other
 * regions - like an extra hotspot map, but for Stands On only
 * templates for new games
 * clicking on inventory window should run a script, to allow custom right-click, etc
&* way for script to handle right-click on LEC inventory
&* option to change right click action on LEC inv
&* allow user processing of mouse clicks on LEC inv control
&* allow custom handling of LEC-style inventory right click
 * more characters
&* more characters, since the file needs to be changed anyway
 * New Room (inc maybe room templates etc) option in editor
 * Option to make objects use area light levels
&- lighting effects on objects
 * RawDrawImageTransparent(x,y,slot,transpercent)
 * turn through front if going from left to right
 * script command to change Do Not Modify Inv Cursor, Always Disp as Speech, and
   GUI change when disabled
 * option to automatically face characters before talking and face front when not in dialog
&- automatically face characters in conversation
&* automatically face characters before talking option
 * GetInvITemPic
 * runAnotherGame("datfile.ags");  to execl new instance to run different game instead
 * play loop backwards option for animateobject
&- way of playing loops backwards in animation
 * some sort of special character in speech text to not play animation while displayed
   (for pause in conversation) - or just Wait dialog script command
 * moveCharacterThen, to set a path for the character (append to route)
&- movement paths, so in cutscenes characters can move in predefined paths
 * setareazoomlevel function
 * allow right-to-left text display (for hebrew/etc)
 * game checker, to count rooms, hotspots, etc, and print along with maximums
 * allow if (!variable) in texts cript
 * animations on GUI buttons - use pushedpic to store view number??
&- animating buttons on gui
 * way to flip sprites to save importing left & right views seperately
&- option to flip frames of animation left-to-right
 * new transition (Shrinking square of old room into new)
 * more GUIs and GUI controls of each type
 * save thumbnail into save games
 * add Talk To option for hotspots and objects
 * preview in sprite manager to show whole sprite
 * language packs, to override game text & if necessary graphics
 * setmusicvolume/mastervolume should affect mp3
 * allow cursor change on GUI
&- check mouse over static gui doesn't change pointer
 * add "bottom-rihgt pixel" import method
 * option to set current mouse cursor position
 * interact with inv/talk to inventory
 * more globalints
 * animateobjectblocking
 * make Instant transition work with fades (ie. make it black out the palette)
 * customize position of sierra-style speech window (eg. face on right)
 - IsObjectAniatming
 - walk slower when zoomed out
 - direction-dependant idle animations (not random loop)
 - option for scaling to define level at top and bottom of walk area - gradual scaling
 - allow mouse hold down when cycling thru views
 - enable/disable walk-behind (for specific characters preferably)
 - longer global messages (use local message editor or summink)
 - new animation editor, where you can test animation etc. 
 - add back Delete Sprite
 - strip down size of default game
 - mouse hover text
 - dialog in seperate window customizable
 - export art in sprite manager
 - custom normal mode names which show up in interaction windows
 - customizable save/load dialogs
 - control speech frame within dialog script
 - ability to add text to screen in background
 - add hi-res masks for walk-behind
 - select character for global mesages
 * coloured light levels for walkable areas
&* allow coloured lighting for walkable areas
&* colour tint for screen/walkable area (eg. tint red)
 * only use background to speech if no speech.vox
 * CrossfadeMusic
 - lock speech co-ords to virtual screen, not physical (scrolling oroms)
 - export dialog as text option, for recording speech
 - save speed/tempo of XM music in save games
 * way of grabbing really small GUI buttons
 * music playlist
 * move qfg4-style dialog options to the side if using qfg4-style speech
 - scale objects
 - multiple text windows, specify which one to use for various stuff
 * allow having a secondary walkable area mask and switching between the active one
   eg. to give two different player characters different walkable areas

====================================================================================================
BUG REPORTS
====================================================================================================

!* strange effect if while importing an image while right dragging you select off
   the bottom of the image while zoomed in - the selection rectangle suddenly jumps
   down
// http://www.agsforums.com/tracker.php?action=detail&id=76
!* with crossfading enabled, if you go from one room to another with a higher volume
   setting, the volume increases while it is fading out
// http://www.agsforums.com/tracker.php?action=detail&id=77
!* changing a object name needs to mark room as dirty
&* changing hotspot/object names does not prompt to save game in editor
// http://www.agsforums.com/tracker.php?action=detail&id=78
!* GetScalingAt problem when the character skirts around the edge of walkable areas
   solution to have a GetCharactreScaling?
// http://www.agsforums.com/tracker.php?action=detail&id=79
!* If a single word is wider than the label width, it should display as much as poss
// http://www.agsforums.com/tracker.php?action=detail&id=80
!* preload pic in 640x480 is squashed to 640x400
// http://www.agsforums.com/tracker.php?action=detail&id=269
!* problem with GetTextExtent returning wrong height of some ttf fonts
&* check bottom of some fonts getting cut off (eg HollyWierd 28pt)
   seems to be alfont reporting wrong height for text
// http://www.agsforums.com/tracker.php?action=detail&id=270
!* all edges should be checked so that if the bottom edge has no interactions
   but the left edge does, being below and to the left will trigger the left one
&* check all room edges (ie. char could be outside right and bototm edge)
// http://www.agsforums.com/tracker.php?action=detail&id=81
!* FlipScreen slows game down?
// http://www.agsforums.com/tracker.php?action=detail&id=465
!* S3M's don't work in win engine
// http://www.agsforums.com/tracker.php?action=detail&id=82
!- stop sfx on leaving room
// http://www.agsforums.com/tracker.php?action=detail&id=83
!- mouseoverhotspot doesn't run if there's an object between the hotspot & screen
// http://www.agsforums.com/tracker.php?action=detail&id=84
!- sierra-style speech window reset to first frame instead of disappearing
// http://www.agsforums.com/tracker.php?action=detail&id=466

====================================================================================================
FEATURE REQUESTS
====================================================================================================

!* void as function parameter should give compile error
// http://www.agsforums.com/tracker.php?action=detail&id=85
!* initialize variables to zero (automatically in the ADD_STACK opcode, perhaps?)
// http://www.agsforums.com/tracker.php?action=detail&id=271
!* stop allowing room messages from inv & char interactions
// http://www.agsforums.com/tracker.php?action=detail&id=86
!* operator precedence witih "a = 5 - 2 - 3" for example - should be L-R
// http://www.agsforums.com/tracker.php?action=detail&id=87
!* some way of checking number of args passed to Display/StrFormat, and check that there 
   aren't too many '%' in format string
// http://www.agsforums.com/tracker.php?action=detail&id=88
!* dialog_options_x & y should work with text-window dialog options (should enlarge window)
// http://www.agsforums.com/tracker.php?action=detail&id=89
!* rename "No interaction" checkbox to "Invisible to clicks"
// http://www.agsforums.com/tracker.php?action=detail&id=90
!* freehand tool should plot a single pixel if you don't move the mouse
&* ability to draw single dot on room masks
// http://www.agsforums.com/tracker.php?action=detail&id=56
!* at runtime, if a script function cannot be found (eg. missing plugin), link it to a
   stub that quits the game - this would allow conditional use of plugins depending on OS
   Also, add a IsPluginLoaded scirpt function
// http://www.agsforums.com/tracker.php?action=detail&id=91
!* settextboxfocus to decide which text box gets input; also disabled text boxes
   should not receive input
&* 'active' text box, to allow more than one at a time
   import; and of Game Setup config
// http://www.agsforums.com/tracker.php?action=detail&id=272
!* listboxsetitemtext, getnumguis, getnumobjects, getnumcharacters, filewriterawchar
// http://www.agsforums.com/tracker.php?action=detail&id=273
// http://www.agsforums.com/tracker.php?action=detail&id=274
!* settextboxcolor, setbuttontextcolor
// http://www.agsforums.com/tracker.php?action=detail&id=275
// http://www.agsforums.com/tracker.php?action=detail&id=276
!* sqrt
&* MathSqrt and MathRaiseToPower functions
// http://www.agsforums.com/tracker.php?action=detail&id=92
!* allow saving	game anyway when script errors - but don't create the exe
// http://www.agsforums.com/tracker.php?action=detail&id=93
!* room.edge_left, edge_right, edge_top, edge_bottom
&* game.left_edge, right_edge, etc to find out room edges
// http://www.agsforums.com/tracker.php?action=detail&id=94
!* CreateGraphicOverlay support alpha blended sprites
// http://www.agsforums.com/tracker.php?action=detail&id=95
!* multi-byte TTF support
&* try out the new multi-byte TTF support
// http://www.agsforums.com/tracker.php?action=detail&id=277
!* SetFrameSpeed, like setframesound
// http://www.agsforums.com/tracker.php?action=detail&id=96
!* plugin API:
   QueueRunScriptFunction to run as soon as possible
   NotifySpriteUpdated - use with dynamic sprites to tell it to refresh 
     object/character image cache if they currently use that sprite
   SetSpriteAlphaBlended - to allow plugin to specify whether dynamic sprites it
     creates are alpha blended or not
// http://www.agsforums.com/tracker.php?action=detail&id=97
// http://www.agsforums.com/tracker.php?action=detail&id=98
// http://www.agsforums.com/tracker.php?action=detail&id=99
!* COM plugin API: access to script header, or a seperate 'plugin header' for each
   plugin that's compiled into the game at compile-time (allow plugin to add #defines)
   get current game dir; SaveGame; LoadGame; QUitEditor, etc
   GameSettings with game name, totalscore, options
   Characters[] with access to characters; GetCharByScriptName
// http://www.agsforums.com/tracker.php?action=detail&id=278
// http://www.agsforums.com/tracker.php?action=detail&id=279
// http://www.agsforums.com/tracker.php?action=detail&id=280
// http://www.agsforums.com/tracker.php?action=detail&id=281
// http://www.agsforums.com/tracker.php?action=detail&id=282
// http://www.agsforums.com/tracker.php?action=detail&id=283
// http://www.agsforums.com/tracker.php?action=detail&id=284
!* alT+enter toggle full-screen in-game
// http://www.agsforums.com/tracker.php?action=detail&id=100
!* tip of the day on editor startup, using strazer's tips from teh forums
// http://www.agsforums.com/tracker.php?action=detail&id=101
!* SaveScreenShotFull option to save mouse cursor & GUIs
// http://www.agsforums.com/tracker.php?action=detail&id=102
!* GetOverlayX, GetOverlayY
// http://www.agsforums.com/tracker.php?action=detail&id=103
!* Copy GUI command in editor
&* import/export single gui
&* export/import single GUI
&* import/export individual GUIs
&* export/import individual GUI
// http://www.agsforums.com/tracker.php?action=detail&id=104
!* strings >200 chars
// http://www.agsforums.com/tracker.php?action=detail&id=105
!* hi-col palette pane colour should be text box to allow copy & paste
// http://www.agsforums.com/tracker.php?action=detail&id=106
!* allow arrays to be initialized at declaration, eg.  int x[5]={1,2,3,4,5};
// http://www.agsforums.com/tracker.php?action=detail&id=107
!* DisplaySpeechBackgroundQueued to allow a conversation to be set up in one go
// http://www.agsforums.com/tracker.php?action=detail&id=108
!* switch, for, arrays of strings
// http://www.agsforums.com/tracker.php?action=detail&id=109
// http://www.agsforums.com/tracker.php?action=detail&id=110
// http://www.agsforums.com/tracker.php?action=detail&id=111
!* changing a setting in the Sprite import window should prompt to re-import graphic
// http://www.agsforums.com/tracker.php?action=detail&id=112
!* Adjust Volume with Scaling option for character footstep sounds
// http://www.agsforums.com/tracker.php?action=detail&id=113
// http://www.agsforums.com/tracker.php?action=detail&id=114
!* export room area masks
&* export current walk-behind mask to BMP file
&* export walk-behind/hotspot mask
// http://www.agsforums.com/tracker.php?action=detail&id=115
!* GUI Drop Down List control, GUI Frame control
// http://www.agsforums.com/tracker.php?action=detail&id=285
// http://www.agsforums.com/tracker.php?action=detail&id=286
!* game.max_speech_width to set max width of lec-style speech
// http://www.agsforums.com/tracker.php?action=detail&id=287
!* allow manual 1-pixel shifts of GUI objects and room objects with arrow keys
// http://www.agsforums.com/tracker.php?action=detail&id=116
// http://www.agsforums.com/tracker.php?action=detail&id=117
!* game.ignore_extended_chars to blank out >127 in SCI fonts rather than error out
   (and print warning message)
// http://www.agsforums.com/tracker.php?action=detail&id=118
!* support up to 256 chars in SCI fonts
// http://www.agsforums.com/tracker.php?action=detail&id=119
!* GUI text windows should have a Font property in the gui editor
// http://www.agsforums.com/tracker.php?action=detail&id=120
!* SetCursorAnimationEnabled  to allow them to disable the animating mouse cursor
// http://www.agsforums.com/tracker.php?action=detail&id=121
!* Display() should support a tab character '\t' to tab to next N pixels
// http://www.agsforums.com/tracker.php?action=detail&id=122
!* NoTranslate function which does nothing but allows to wrap text you don't want
   translated (editor ignores it as with GetxxxProperty)
// http://www.agsforums.com/tracker.php?action=detail&id=123
!* character collisions - make the non-walkable area to the proper width of the character
   (blocking characters blocking width should include width/2 of the walking character)
// http://www.agsforums.com/tracker.php?action=detail&id=124
!* SetCharacterSpeed (EGO, 0) should work, but stop the character from moving
// http://www.agsforums.com/tracker.php?action=detail&id=125
!* set z-order of overlays, to allow them to be interspersed with GUIs (and for speech
   to appear on top of an existing GUI)
   Set default z-order of speech (so that it can always be displayed on top of guis
   if they want)
&* proper z-order support for overlays
// http://www.agsforums.com/tracker.php?action=detail&id=126
!* startup-off  for dialog, to stop the startup script from running
// http://www.agsforums.com/tracker.php?action=detail&id=127
!* sprite import window should move import rect even wheen mouse is above the area
// http://www.agsforums.com/tracker.php?action=detail&id=128
!* check out al2xsai scaling proggie for antialiasing stuff at hi-res
// http://www.agsforums.com/tracker.php?action=detail&id=129
!* option to leave global script open while testing game, for debugging purposes
// http://www.agsforums.com/tracker.php?action=detail&id=130
!* "locations" like walk-to points but more generic, identified by name not number
&* room 'locations', to save having to use co-ordinates
&- marker points in room - used as co-ordinates to move player to, etc and
   could also be used as entry points to the room. eg getMarkerX(4);
// http://www.agsforums.com/tracker.php?action=detail&id=131
!* revamped areas editor, fullscreen, zooming, etc
&* allow zoom in when editing areas, important for hi-res walkbehinds
&* zoom in on Areas tab, esp. for walk-behinds
// http://www.agsforums.com/tracker.php?action=detail&id=49
!* SetObjectViewOffset
// http://www.agsforums.com/tracker.php?action=detail&id=132
!* allow to import 24-bit images for masks, and editor then finds the closest colour
   to dark blue for area 1, closest to green for area 2, etc
// http://www.agsforums.com/tracker.php?action=detail&id=133
!* SetFrameGraphic to change a view frame pic
// http://www.agsforums.com/tracker.php?action=detail&id=134
!* GetThisID function to return char/hotspot/obj number that this func was called for
// http://www.agsforums.com/tracker.php?action=detail&id=135
!* increase sfx sound channels from 3 to 7; more ambient sound channels
// http://www.agsforums.com/tracker.php?action=detail&id=136
// http://www.agsforums.com/tracker.php?action=detail&id=137
!* "if globalint 5 == 10" support for conditionals in dialog scripts
// http://www.agsforums.com/tracker.php?action=detail&id=138
!* allow music/sound files to be named  music001.mid, sound002.wav, etc, to help with
   sorting files in explorer
// http://www.agsforums.com/tracker.php?action=detail&id=139
!* hotkeys for area editor (eg. for +/- area number, Interactions, Properties etc)
// http://www.agsforums.com/tracker.php?action=detail&id=140
!* script names for dialogs, fonts and rooms
&* script names for rooms
// http://www.agsforums.com/tracker.php?action=detail&id=141
// http://www.agsforums.com/tracker.php?action=detail&id=142
// http://www.agsforums.com/tracker.php?action=detail&id=143
!* background image for top bar in displaytopbar
// http://www.agsforums.com/tracker.php?action=detail&id=144
!* Autocomplete of #defined names
// http://www.agsforums.com/tracker.php?action=detail&id=145
!* InteractionSummary - presents a table similar to:
   Hotspot   0 | 1 | 2 | ...
   Look at   - | X |   | ...
   Interact  X |   | X | ...
   where X would be Run Script, double-click to edit; - would be Other Interactions
   and blank means nothing set, double-click to add run script
// http://www.agsforums.com/tracker.php?action=detail&id=146
!* encrypt string segment in text scripts, to avoid player cheating
// http://www.agsforums.com/tracker.php?action=detail&id=288
!* option to run the game at 320x200, but stretch to 640x400 window
&* allow game to run windowed, but expanded (eg. running 320x200 game in a 960x600 window)
// http://www.agsforums.com/tracker.php?action=detail&id=147
!* SetPreviousCursorMode (opposite of SetNextCursorMode)
// http://www.agsforums.com/tracker.php?action=detail&id=148
!* option for displayspeechbackground to play talking anim, and support voice speech
&* DisplaySpeechBackground support voice speech
&* support speech in DisplaySpeechBackground
// http://www.agsforums.com/tracker.php?action=detail&id=149
// http://www.agsforums.com/tracker.php?action=detail&id=150
!* preview graphic of room background in Rooms list in editor
// http://www.agsforums.com/tracker.php?action=detail&id=151
!* drag-and-drop of interaction commands
&* drag and drop commands to move them around in interaction editor
// http://www.agsforums.com/tracker.php?action=detail&id=152
!* add UpdateResource support for 2000/XP to set the icon to any colour depth
// http://www.agsforums.com/tracker.php?action=detail&id=153
!* have both LECTalkView and SierraTalkView for a character, to enable both to animate
   at the same time - and also, to use sierra-style message boxes but with lec-style
   character animations
// http://www.agsforums.com/tracker.php?action=detail&id=154
!* set_mod_speed (SetMODTempo)
   pause_mod, resume_mod;  GetMODPattern, SeekMODLine(pattern, pos)
>> MOD music doesn't save speed & tempo (Seek To Pattern doesn't check previous
   patterns - we need to save current speed & tempo manually)
&* GetModPattern
// http://www.agsforums.com/tracker.php?action=detail&id=301
// http://www.agsforums.com/tracker.php?action=detail&id=302
// http://www.agsforums.com/tracker.php?action=detail&id=303
// http://www.agsforums.com/tracker.php?action=detail&id=304
!* CreateNewObject(x,y,pic,interaction_func) to add objects to the room
   or alternatively specify a inventory item to link its interaction to
&* AddNewObjectToRoom(x,y,pic) to add a new object with no interactions
// http://www.agsforums.com/tracker.php?action=detail&id=155
!* way to customize the X,Y,Width for sierra-style speech - basically, set a default
   rather than having to use DisplaySpeechAt all the time
   * and the same for normal Displays
&* option to set location of sierra-style speech pic & text
&* ability to set x,y,width for all text boxes (eg. so that they always appear at
   the bottom of the screen)
// http://www.agsforums.com/tracker.php?action=detail&id=156
!* allow colouring within a Display statement using special control characters to
   mark a colour change
&* highlight words in speech/dialog in different colour if wrapped in [] or something
// http://www.agsforums.com/tracker.php?action=detail&id=157
!* DisableHotspot/Object/CharInteraction(hotspot, mode) to make IsInteractionAvailable
   return false for that hotspot. Could be made redundant by settable custom properties
// http://www.agsforums.com/tracker.php?action=detail&id=158
!* delete dialog topics, views, characters (maybe just blank out and not display in list)
&- option to delete characters
&* export and reset (delete) views
// http://www.agsforums.com/tracker.php?action=detail&id=159
// http://www.agsforums.com/tracker.php?action=detail&id=160
// http://www.agsforums.com/tracker.php?action=detail&id=161
!* new interface for plugin to implement, which includes:
    plugin hook for _display_at to override text/speech display (or just log it)
    plugin interface to sound system, eg allow creation of custom drivers
    plugin API way to take over drawing of fonts
&* plugin interface to sound system, eg allow creation of custom drivers
// http://www.agsforums.com/tracker.php?action=detail&id=290
// http://www.agsforums.com/tracker.php?action=detail&id=291
// http://www.agsforums.com/tracker.php?action=detail&id=292
!* dialog_request_ex(int topic, int parameter)  pass in the topic number, to simplify
   checking it
// http://www.agsforums.com/tracker.php?action=detail&id=162
!* option to set width of auto font outline
// http://www.agsforums.com/tracker.php?action=detail&id=163
!* allow dialog_request to be handled by rooms, like on_key_press
// http://www.agsforums.com/tracker.php?action=detail&id=164
!* "show objects" option in areas editor to show location of objects while drawing areas
// http://www.agsforums.com/tracker.php?action=detail&id=165
!* AnimateButton should support Flipped view frames
// http://www.agsforums.com/tracker.php?action=detail&id=166
!* editor interface to name and set initial value of globalints (maybe combine it
   with a revamped global message editor?)
&* some sort of in-roomedit list of globalint names to help remember what they are
   ( and maybe not allow setting if not named)
// http://www.agsforums.com/tracker.php?action=detail&id=167
!* allow specify sprite number to start importing multiple sprites to
// http://www.agsforums.com/tracker.php?action=detail&id=168
!* importing alpha image with pixel RGBA(x,x,x,0) should be replaced with (255,0,255,0)
   because some paint programs use alpha=0 for the transparent colour
// http://www.agsforums.com/tracker.php?action=detail&id=169
!* allow setting of pixel-perfect click detection on a per-object basis
// http://www.agsforums.com/tracker.php?action=detail&id=170
!* add game.sierra_speech_xmargin & ymargin, to customize offset of speech from edge
// http://www.agsforums.com/tracker.php?action=detail&id=171
!* game.dialog_options_highlight_colour
// http://www.agsforums.com/tracker.php?action=detail&id=172
!* allow customization of angles used for various loops (specify each loop as x/y ratio)
// http://www.agsforums.com/tracker.php?action=detail&id=293
!* GetDialogOptionText(topic,option,buffer) ; GetNumDialogOptions(topic)
// http://www.agsforums.com/tracker.php?action=detail&id=173
!* Frame Speed -> Frame Duration/Time; Animation Speed -> Anim Delay  to reflect higher number is slower
// http://www.agsforums.com/tracker.php?action=detail&id=174
!* shake screen option to do left-right as well as up-down
// http://www.agsforums.com/tracker.php?action=detail&id=175
!* SetObjectViewEx, similar to the Char one
// http://www.agsforums.com/tracker.php?action=detail&id=176
!* way to export animated background frames from editor
// http://www.agsforums.com/tracker.php?action=detail&id=177
!* DelayedProcessClick function to enable easy non-blocking walk-to interactions
&* ProcessClickWait to enable easy non-blocking interactions
// http://www.agsforums.com/tracker.php?action=detail&id=178
!* option to display walkalbe/walk-behind areas semi-transparent in editor
&* option to see room areas semi-transparent in editor
&* hotkey to make room areas semi-transparent to see their placement
&- translucency for walk-behinds
// http://www.agsforums.com/tracker.php?action=detail&id=179
!* option to choose vertical alignment of text in GUI buttons
&* align text vertically option for GUI buttons - top, bottom, centre
// http://www.agsforums.com/tracker.php?action=detail&id=180
!* option to use speech bubbles for speech as well as thoughts
&* speech bubbles by using text window GUI display above character's head
// http://www.agsforums.com/tracker.php?action=detail&id=181
!* option to anti-alias resizing of screenshots
// http://www.agsforums.com/tracker.php?action=detail&id=182
!* GetMouseCursor to complement SetMouseCursor
// http://www.agsforums.com/tracker.php?action=detail&id=183
!* SetListBoxColor and SetListboxHighlightColor
// http://www.agsforums.com/tracker.php?action=detail&id=184
!* Go To Function option inside script editor
&* "zoom to script function" editor option to list all functions in script
// http://www.agsforums.com/tracker.php?action=detail&id=185
!* enable re-ordering of views in view editor list
// http://www.agsforums.com/tracker.php?action=detail&id=186
!* SetCharacterScaling to manually set scaling level
&* SetCharacterSize/SetObjectSize(obj, width%, height%) to set manual scaling level
&* SetCharacterZoom to override walkable area settings
&* manual setting of character zoom level (eg. for effects like character shrinking)
   script SetCharZoomLevel(x,y) function
// http://www.agsforums.com/tracker.php?action=detail&id=187
!* add game. variable to customize margin given to text inside text windows
// http://www.agsforums.com/tracker.php?action=detail&id=188
!* centre the text window background graphic in the window
// http://www.agsforums.com/tracker.php?action=detail&id=189
!* different Room Properties schema from everything else
// http://www.agsforums.com/tracker.php?action=detail&id=190
!* Set custom properties at run-time
// http://www.agsforums.com/tracker.php?action=detail&id=191
!* simple command parser to allow running specific command in debug
&* console to type debug commands
&* debug interface in engine to type script commands
&* debug feature to execute arbitrary text script command
&- debug option to type name of function to run
&- text input from player
// http://www.agsforums.com/tracker.php?action=detail&id=30
!* patch system - or at least a "comapre versions" of the game to show differences
&* Patch system, to allow patching of finished games AND to incorporate other team members 
   changes into the editor
&* enable creation of patches
&* allow creation of .PAT files to include graphics/rooms/etc to be a secure patch
// http://www.agsforums.com/tracker.php?action=detail&id=193
!* DisplaySpeechBackgroundAt
// http://www.agsforums.com/tracker.php?action=detail&id=192
!* option to set a sprite as the drawing surface for the Raw commands
&* allow sprites in sprite editor to be marked "dynamic", so they will persist in memory
   and can be drawn on - RawDraw functions should work on dynamic sprites
   CreateBlankSprite(width,height,hires)
// http://www.agsforums.com/tracker.php?action=detail&id=194
!* on_event CHAR_STOPPED_MOVING
// http://www.agsforums.com/tracker.php?action=detail&id=195
!* allow scroll down in sprite importer while stretching selection area;
   or allow them to manually enter X, Y, Width, Height of selection
// http://www.agsforums.com/tracker.php?action=detail&id=196
// http://www.agsforums.com/tracker.php?action=detail&id=58
!* enlarge max size of sprite import window
// http://www.agsforums.com/tracker.php?action=detail&id=197
!* click on GUI backgorund should run interface_click with -1 as button number
// http://www.agsforums.com/tracker.php?action=detail&id=198
!* when importing functions, remember number of parameters
// http://www.agsforums.com/tracker.php?action=detail&id=199
!* allow specify "workingdir" in acsetup.cfg to put save games, temp files, etc in
// http://www.agsforums.com/tracker.php?action=detail&id=201
!* allow  set-speech-view-loop VIEW LOOP  for use with sierra-style speech
// http://www.agsforums.com/tracker.php?action=detail&id=200
!* customize script editor font
// http://www.agsforums.com/tracker.php?action=detail&id=203
!* ScrollScreenTo(x,y,speed,blocking)
// http://www.agsforums.com/tracker.php?action=detail&id=74
!* per-character setting of anti-glide mode
// http://www.agsforums.com/tracker.php?action=detail&id=204
!* track type of exported variables & functions, to check when they're imported
&* check type/args of imported variables/functions match those of the export
// http://www.agsforums.com/tracker.php?action=detail&id=205
!* GetKeycodeDescription(key, buffer)  to get name of key for display
// http://www.agsforums.com/tracker.php?action=detail&id=206
!* dialog editor update @ lines in script with comment of option name
&* update the // comment in dialog script when change option description
// http://www.agsforums.com/tracker.php?action=detail&id=207
!* allow insertion/deletion of dialog options
&* way to delete dialog options (and associated dialog script)
// http://www.agsforums.com/tracker.php?action=detail&id=208
!* display dialog options as a tree
&* graphical tree representation of dialog structure
   eg.  Topic 1 -> Option1, option2 (-> topic2.1, 2.2 ), option 3
// http://www.agsforums.com/tracker.php?action=detail&id=209
!* option to make Dialog Options GUI remain on screen (but blank) while characters
   talk
&* option for dialog options GUI not to appear during first speech lines before options
are presented to player
// http://www.agsforums.com/tracker.php?action=detail&id=289
!* SetMusicLoop(int ms_start, int ms_end) or PlayMusicLooped(ms_start,ms_end)
// http://www.agsforums.com/tracker.php?action=detail&id=211
!* RunDialogOption(topic,option) to manually run an option
// http://www.agsforums.com/tracker.php?action=detail&id=212
!* way of allowing dialog scripts to respond to parser input
   eg. extra entry points @("apple")  as an entry point for saying 'apple'
&* option to use parsed text instead of selecting dialog option in conversations
   (option names used as comparison for parser)
// http://www.agsforums.com/tracker.php?action=detail&id=213
!* option to define dialog options upside-down (ie. "Goodbye" first)
// http://www.agsforums.com/tracker.php?action=detail&id=214
!* text parser option to automatically check names of all objects in room
   and match cursor modes against the text the user typed in, for auto
   interaction parsing
// http://www.agsforums.com/tracker.php?action=detail&id=215
!* allow continuous scaling in 4 directions (down, up, left, right) to scale
   the appropriate way
&* seperate horizontal and vertical zoom level for walkable areas; or just a text
// http://www.agsforums.com/tracker.php?action=detail&id=59
!* per-inventory option as to whether to display multiple times or not
// http://www.agsforums.com/tracker.php?action=detail&id=68
!* inventory items should be able to have a special mouse cursor image as well as normal image
// http://www.agsforums.com/tracker.php?action=detail&id=216
!* button to toggle display of walkable areas in Room Settings pane
// http://www.agsforums.com/tracker.php?action=detail&id=217
!* SetHotspotName
&* SetHotspotName & SetObjectName to change names in script
&* sethotspotname
&- SetHotspotName ( int hotspot, string) : Change hotspot's name.
&- set/getobjectname
&- SetObjectName (int object, string) : Change object's name.
// http://www.agsforums.com/tracker.php?action=detail&id=218
// http://www.agsforums.com/tracker.php?action=detail&id=219
!* DisableWalkableArea/EnableWalkableArea as interaction command
// http://www.agsforums.com/tracker.php?action=detail&id=220
!* dump all graphics option, to SPR0052.BMP, SPR0021.BMP, etc
// http://www.agsforums.com/tracker.php?action=detail&id=221
!* per-character option to disable lip-sync
// http://www.agsforums.com/tracker.php?action=detail&id=222
!* beta versions should warn if loading an old game into them
// http://www.agsforums.com/tracker.php?action=detail&id=223
!* option to disable diagonal walking, BASS-style
&* option to make character movement perpendicular (north/east/south/west) only (Helm)
// http://www.agsforums.com/tracker.php?action=detail&id=224
!* type in more characters into parser than width of box, should scroll across windows-style
// http://www.agsforums.com/tracker.php?action=detail&id=225
!* some sort of "\x14" thing for scripts to display special characters in messages
&* add a way to display the first 32 characters of a font, eg. a "\x14" type script extension
// http://www.agsforums.com/tracker.php?action=detail&id=226
!* name sprites in sprite manager - default name would be import filename
// http://www.agsforums.com/tracker.php?action=detail&id=227
!* add SetScreenTransition as interaction editor command
// http://www.agsforums.com/tracker.php?action=detail&id=228
!* Print option in script editor
// http://www.agsforums.com/tracker.php?action=detail&id=229
!* Scroll when more than X dialog options
// http://www.agsforums.com/tracker.php?action=detail&id=230
!* two overlapping GUI objects, click twice should alternate between them
// http://www.agsforums.com/tracker.php?action=detail&id=231
!* have "RoomS", "Sounds", "Music" subfolders
&* allow sound files in sub-dir to limit number of files in game folder
// http://www.agsforums.com/tracker.php?action=detail&id=232
!* "Any Character Stands on Region" event
// http://www.agsforums.com/tracker.php?action=detail&id=233
!* mark static strings area in script, to catch  StrCopy("constant", buffer);  mistakes
// http://www.agsforums.com/tracker.php?action=detail&id=294
!* script 'modules'
&* "modules", to allow easy sharing of scripts/GUIs/etc
&* #include for scripts
&* Multiple global scripts, to easily allow "add-in" modules
&* some sort of text script include system / multiple scripts
&* script library system, to allow add-on scripts
&- plug-in scripts
// http://www.agsforums.com/tracker.php?action=detail&id=234
!* more obvious way to select "No sprite" in sprite selector than using the blue cup
// http://www.agsforums.com/tracker.php?action=detail&id=235
!* option to space outline font characters by the spacing of the main font, to
   allow the shadows to 'meld' together (ie. font kerning option)
&* option to kern text (move left 1 pixel for each character)
// http://www.agsforums.com/tracker.php?action=detail&id=236
!* allow switching font mid-sentence for a particular word, eg. to do italics
// http://www.agsforums.com/tracker.php?action=detail&id=237
!* make all the normal sound channels use Ambient Sound structure to allow maximum
   freedom in looping etc, eg.  PlaySoundChannel (snd, vol, x, y, loop)
&- looping sfx
// http://www.agsforums.com/tracker.php?action=detail&id=238
!* sound panning option to set left-rightness of a sound (eg SetChannelPan)
// http://www.agsforums.com/tracker.php?action=detail&id=239
!* SetThoughtStyle, to avoid having to rely on the speech style
// http://www.agsforums.com/tracker.php?action=detail&id=240
!* Sierra-style speechw ith character name as text window title
// http://www.agsforums.com/tracker.php?action=detail&id=241
!* allow assign each character a specific speech font
// http://www.agsforums.com/tracker.php?action=detail&id=242
!* increase from 30 to 60 gui objects per gui
// http://www.agsforums.com/tracker.php?action=detail&id=243
!* Allow set Inventory control's background colour, and set it to display a specific
   character's inventory
// http://www.agsforums.com/tracker.php?action=detail&id=244
// http://www.agsforums.com/tracker.php?action=detail&id=245
!* SetHotspotWalkToPoint (X, y)   to enable it to be disabled
// http://www.agsforums.com/tracker.php?action=detail&id=246
!* movement issues with speed - make some way the speed can be dynamically altered
   while movement is in progress
   Also seperate X and Y speeds for characters
// http://www.agsforums.com/tracker.php?action=detail&id=247
!* GUI Sliders - Read-Only setting for displaying info
&- allow locking sliders
// http://www.agsforums.com/tracker.php?action=detail&id=248
!* text box control should allow cursor movement with left & right arrows optionally
// http://www.agsforums.com/tracker.php?action=detail&id=249
!* button to cycle through GUI Objects on a GUI
// http://www.agsforums.com/tracker.php?action=detail&id=250
!* dialog options as images (and so dialog option would be slot number)
// http://www.agsforums.com/tracker.php?action=detail&id=69
!* right-click "Edit sprite" for sprite manager, which would launch eg. PSP
// http://www.agsforums.com/tracker.php?action=detail&id=251
!* ProgressBar GUI control - for stuff like health bars, etc
// http://www.agsforums.com/tracker.php?action=detail&id=252
!* enable close debug console during conversation; option to output console to file
// http://www.agsforums.com/tracker.php?action=detail&id=253
// http://www.agsforums.com/tracker.php?action=detail&id=254
!* allow frame-sound offset for different walkable areas, to play different sound on diff surface
&- walkable area have sound effect for foodsteps
// http://www.agsforums.com/tracker.php?action=detail&id=255
!* option to allow speech on top of GUIs
http://www.agsforums.com/tracker.php?action=detail&id=256
!* script editor pop-up listing room names for each number and object and hotspot names
// http://www.agsforums.com/tracker.php?action=detail&id=257
!* allow == for strings, with new opcode for script system
&* add clever string handling to text script, eg. string2 = "this" + 25 + "more";
&* script compielr convert "a = b" into StrCopy(a,b) automatically
// http://www.agsforums.com/tracker.php?action=detail&id=258
!* head on collision between two chars should be handled better - at the moment
   one stops and the other walks through it
// http://www.agsforums.com/tracker.php?action=detail&id=463
!- make ctrl-A an overlay on top of bg but underneath characters and objs, and allow game to continue running.
// http://www.agsforums.com/tracker.php?action=detail&id=259
!- make ctrl-A cycle none, walkable, walk-behind, hotspots, none.
// http://www.agsforums.com/tracker.php?action=detail&id=260
!- allow to start drawing areas outside of the drawing area
// http://www.agsforums.com/tracker.php?action=detail&id=261
!- center drawing area within pane, in order to allow start drawing areas on top and left as well
// http://www.agsforums.com/tracker.php?action=detail&id=262
!- allow tab between all the options in different areas of the editor
// http://www.agsforums.com/tracker.php?action=detail&id=263
!- an option for SetMouseBounds to NOT reset after leaving the screen
// http://www.agsforums.com/tracker.php?action=detail&id=264
!- add CTRL key in GUI making, to select multiple gui buttons.  then when you drag, it drags them all.
// http://www.agsforums.com/tracker.php?action=detail&id=265
!* SetGuiOBjectStyle(font,color)
// http://www.agsforums.com/tracker.php?action=detail&id=266
!* text annotations/notes for views, fonts, etc
&* Notes area, for typing text notes about fonts, views, etc into the editor
// http://www.agsforums.com/tracker.php?action=detail&id=48
!* DialogOptionFont, to allow it to be different to normal
&* SetDialogOptionsFont (?? uses Normal font atm)
// http://www.agsforums.com/tracker.php?action=detail&id=267
!* MOveObjectBlocking
// http://www.agsforums.com/tracker.php?action=detail&id=268
!* background colours and borders for GUI labels
// http://www.agsforums.com/tracker.php?action=detail&id=295
// http://www.agsforums.com/tracker.php?action=detail&id=296
!* talking idle-anim - eg. blinking/flexing muscles. should be overlaid on top of
   normal talking anim occasionally
// http://www.agsforums.com/tracker.php?action=detail&id=297
!* copy & paste interactions in interaction editor
// http://www.agsforums.com/tracker.php?action=detail&id=298
!* room option to walk character in from off-screen on left, bottom & right sides
&* checkbox to automatically walk character in off edge
&* option to walk in from an edge, to avoid scripting x=-20, movecharblocking(20,y)
// http://www.agsforums.com/tracker.php?action=detail&id=299
!* wipe colour-with colour areas option (to convert eg. all hotspot 1 to hotspot 2)
// http://www.agsforums.com/tracker.php?action=detail&id=55
!* queueModSeek to jump pattern after the current one finishes
// http://www.agsforums.com/tracker.php?action=detail&id=300
!* option for shadow fonts rather than outline - so the font is printed twice, 1 pixel down-right
// http://www.agsforums.com/tracker.php?action=detail&id=305
!* put game name & id into speech.vox file, much like replays
// http://www.agsforums.com/tracker.php?action=detail&id=306
!* write an "Error.log" with the illegal exception message when it crashes
// http://www.agsforums.com/tracker.php?action=detail&id=307
!* ObjectOn/OffInRoom to turn objects on/off in other rooms
// http://www.agsforums.com/tracker.php?action=detail&id=308
!* topic-option-off (topic_num) (option_num) & -on & -off-forever
// http://www.agsforums.com/tracker.php?action=detail&id=309
!* mouse sensitivity setting in Setup
&* option to set mouse cursor speed
// http://www.agsforums.com/tracker.php?action=detail&id=310
!* ChangeDialogOptionName
// http://www.agsforums.com/tracker.php?action=detail&id=311
!* "plugins" sub-folder to put plugins in for editor
// http://www.agsforums.com/tracker.php?action=detail&id=312
!* interaction editor right-click "add new 'Run Script' action & Edit" menu option
// http://www.agsforums.com/tracker.php?action=detail&id=313
!* SetGUIOBjectTransparency
// http://www.agsforums.com/tracker.php?action=detail&id=314
!* game setting to emulate behaviour of letterbox mode selected in setup
// http://www.agsforums.com/tracker.php?action=detail&id=315
!* SetSaveGameDirectory to allow a "Change Dir" button on save gui
&* Set directory for save games (including option for My Docuemnts)
// http://www.agsforums.com/tracker.php?action=detail&id=316
!* 'Character - Set Location' function for setting npc x/y
// http://www.agsforums.com/tracker.php?action=detail&id=317
!* Default dialog option, to use if they are all off
// http://www.agsforums.com/tracker.php?action=detail&id=318
!* usermodes for interaction on inventory items
// http://www.agsforums.com/tracker.php?action=detail&id=319
!* save current line number in script editor when exiting editor and returning
// http://www.agsforums.com/tracker.php?action=detail&id=320
!* password protect rooms
// http://www.agsforums.com/tracker.php?action=detail&id=321
!* MOUSE_ENTER, MOUSE_LEAVE on_events for hotspots/objects/etc
// http://www.agsforums.com/tracker.php?action=detail&id=322
!* DisplayMessageBox for always-speech games
// http://www.agsforums.com/tracker.php?action=detail&id=323
!* option to save script within editor, without exiting it
// http://www.agsforums.com/tracker.php?action=detail&id=324
!* Reset button for GUIs/characters/inventory (rather than delete)
// http://www.agsforums.com/tracker.php?action=detail&id=325
!* per-inventory item option to say "cannot be selected" - if you click it,
   it automatically uses it in Interact mode rather than select
&- inventory item can be used on its own (click in inv window activates it)
// http://www.agsforums.com/tracker.php?action=detail&id=326
!* nice way of start/stopping recording and playback of replays
// http://www.agsforums.com/tracker.php?action=detail&id=327
!* import series of bitmap files (eg. image1.pcx .. image25.pcx or whatever)
// http://www.agsforums.com/tracker.php?action=detail&id=328
!* allow GUI text boxes to have ascii chars > 128 if ttf font
// http://www.agsforums.com/tracker.php?action=detail&id=329
!* automatically add a "If inv was used" when creating a Use Inventory interaction
// http://www.agsforums.com/tracker.php?action=detail&id=330
!* Text dumper should put divider between each dialog topic
// http://www.agsforums.com/tracker.php?action=detail&id=331
!* Copy To Clipboard option for Text Script Equivalent code, and for number in hi-col palette editor
// http://www.agsforums.com/tracker.php?action=detail&id=332
!* Option for new QFG3-style speech, where if no speech view it displays
   at the top as if there is one, rather than doing LEC-style as at present
// http://www.agsforums.com/tracker.php?action=detail&id=333
!* option in Setup to disable music fading when speech is on
// http://www.agsforums.com/tracker.php?action=detail&id=334
!* http://www.geocities.com/netmonkster/AGS/
// http://www.agsforums.com/tracker.php?action=detail&id=335
!* different colour flag in interaction editor for repeatedly_execute
// http://www.agsforums.com/tracker.php?action=detail&id=336
!* max cursors, allow cursor loop choice
// http://www.agsforums.com/tracker.php?action=detail&id=337
!* more bg frames for rooms, set delay of each frame
// http://www.agsforums.com/tracker.php?action=detail&id=338
!* allow naming of rooms 301+ in room list
// http://www.agsforums.com/tracker.php?action=detail&id=339
!* character idle animation speed option
&- allow setting of idle animation speed
// http://www.agsforums.com/tracker.php?action=detail&id=340
!* set listbox border and textbox border colours
&* allow define border colour seperately to foreground col
&* different color for text box outline than text
// http://www.agsforums.com/tracker.php?action=detail&id=342
// http://www.agsforums.com/tracker.php?action=detail&id=343
!* each background should have its own palette in hi-col games
&* 16-bit mode that uses 8-bit background palette and 8-bit sprite palette
&- add eg. 16 palettes for hi-colour mode to save space with 8-bit sprites
&- multuple 256-col palettes in hi-col
//CJ: I think it's still an outstanding request but hasn't been asked about lately; I think more people are warming to just using hi-color
// http://www.agsforums.com/tracker.php?action=detail&id=462
!* option to disable default scroll buttons on list boxes
// http://www.agsforums.com/tracker.php?action=detail&id=344
!* game option to change which cursor mode selects inventory items
// http://www.agsforums.com/tracker.php?action=detail&id=345
!* option to centre text in Display messagebox
&* option to centre text within message box
// http://www.agsforums.com/tracker.php?action=detail&id=346
!* option to centre text within text box
// http://www.agsforums.com/tracker.php?action=detail&id=347
!* mouse-over for objects
// http://www.agsforums.com/tracker.php?action=detail&id=348
!* option for 2-3 pixel wide hotspot on cursor, to make it easier to click stuff
// http://www.agsforums.com/tracker.php?action=detail&id=349
!* FOA-style speech (always as background, moves with char)
// http://www.agsforums.com/tracker.php?action=detail&id=350
!* AddCredit, ScrollCredits; specify to scroll timed to length of music
&* ScrollingCredit ("credit", font, colour);
// http://www.agsforums.com/tracker.php?action=detail&id=351
!* on_event for OnDisplaySpeech to allow custom ways of displaying it
// http://www.agsforums.com/tracker.php?action=detail&id=352
!* words with spaces in parser dictionary
// http://www.agsforums.com/tracker.php?action=detail&id=353
!* SQ6-style dialog (scrollable textbox which saves old dialog (eg last 10 sentences))
// http://www.agsforums.com/tracker.php?action=detail&id=354
!* Add Dithering as option to hi-col graphic import
&- option to turn dithering back on
// http://www.agsforums.com/tracker.php?action=detail&id=355
!* display room number/description on Areas tab
// http://www.agsforums.com/tracker.php?action=detail&id=356
!* Freeze screen, to merge all chars/objects into the background for Raw transitions
// http://www.agsforums.com/tracker.php?action=detail&id=357
!* walk-to point for objects; set starting location for each room
// http://www.agsforums.com/tracker.php?action=detail&id=358
!- SetObjectIgnoreLight would be useful too.
// http://www.agsforums.com/tracker.php?action=detail&id=359
!* Loop oscillate animation (1-2-3-4-3-2-1-2-3-4 etc)
// http://www.agsforums.com/tracker.php?action=detail&id=360
!* DisableSound/DisableMusic
&* SoundOff/On, MusicOff/On
// http://www.agsforums.com/tracker.php?action=detail&id=361
// http://www.agsforums.com/tracker.php?action=detail&id=362
!* allow extra help files to be added to help menu
// http://www.agsforums.com/tracker.php?action=detail&id=363
!* path editor in windows editor, to allow easy path construction
// http://www.agsforums.com/tracker.php?action=detail&id=364
!* import sprite to exact slot number
// http://www.agsforums.com/tracker.php?action=detail&id=365
!* add Room Save As as a button in the settings win
// http://www.agsforums.com/tracker.php?action=detail&id=366
!* hi-res mask import
// http://www.agsforums.com/tracker.php?action=detail&id=367
!* TintObject (R,G,B) , TintCharacter (R,G,B)
// http://www.agsforums.com/tracker.php?action=detail&id=368
!* allow naming of rooms not restricted to ROOMx.CRM, then link them up in editor
// http://www.agsforums.com/tracker.php?action=detail&id=369
!* sprite hotspots, to prevent having to add extra blank lines to sprites to level out
// http://www.agsforums.com/tracker.php?action=detail&id=370
!* way to mark GUI element as "deleted" when deleted rather than remove & re-number
// http://www.agsforums.com/tracker.php?action=detail&id=371
!* TextOverlayCentreText, RemoveAllBackgroundSpeech
// http://www.agsforums.com/tracker.php?action=detail&id=373
!* isCurrentlyScrolling function (check if offsetx/y change this frame)
// http://www.agsforums.com/tracker.php?action=detail&id=374
!* background masking sprite, to allow different areas of the screen to take pixels from
   various anim bgrnd scenes
// http://www.agsforums.com/tracker.php?action=detail&id=375
!* option to change bg anim speed at runtime
// http://www.agsforums.com/tracker.php?action=detail&id=376
!* way of having custom modes, inc unhandled_Event handling
// http://www.agsforums.com/tracker.php?action=detail&id=377
!* Face Hotspot in look mode option
// http://www.agsforums.com/tracker.php?action=detail&id=378
!* import/export parser vocab
// http://www.agsforums.com/tracker.php?action=detail&id=379
!* on_event for BeginDialog, EndDialog
// http://www.agsforums.com/tracker.php?action=detail&id=380
!* FileDelete (but restrict to game folder only)
// http://www.agsforums.com/tracker.php?action=detail&id=381
!* extra-debug mode - messages like "you added blue cup to inv" and "you switched on
   script-only gui, thus pausing the game"
!* option to allow on_keY_press while speech is displayed
// http://www.agsforums.com/tracker.php?action=detail&id=383
!* multiple animations on top of each other, for random body movement & speech
// http://www.agsforums.com/tracker.php?action=detail&id=384
!* option to stretch flics like media player (ie until first edge reaches screen edge)
// http://www.agsforums.com/tracker.php?action=detail&id=385
!* FadeToColor (startslot, endslot, r, g, b) for 256-col mod
&* fadescreencolorin/out for night effects
// http://www.agsforums.com/tracker.php?action=detail&id=387
!* IsCharacterTalking
&* character[].talking variable
// http://www.agsforums.com/tracker.php?action=detail&id=388
!* vox for flics
// http://www.agsforums.com/tracker.php?action=detail&id=389
!* option to skip entire dialog by pressing ESC
// http://www.agsforums.com/tracker.php?action=detail&id=390
!* allow specifying number of loops for music repeat
&* allow setting number of times to repeat music
// http://www.agsforums.com/tracker.php?action=detail&id=391
!* getsaveslotroom, getsaveslotglobalint for finding out info about saved games
// http://www.agsforums.com/tracker.php?action=detail&id=392
!* leaveObjPerm (like MergeObject but keeps object alive)
// http://www.agsforums.com/tracker.php?action=detail&id=393
!* DisplayGUI (GUINumber, text, ...)
// http://www.agsforums.com/tracker.php?action=detail&id=394
!* removeinvwindow to remove sierra inv window rather than re-displaying after script finishes
&* script command to close sierra inventory when executed from it
// http://www.agsforums.com/tracker.php?action=detail&id=395
!* double-click event
// http://www.agsforums.com/tracker.php?action=detail&id=396
!* text script floating point vars
// http://www.agsforums.com/tracker.php?action=detail&id=397
!* option to make characters & objects block like walls
&- option for objects to block at their base
// http://www.agsforums.com/tracker.php?action=detail&id=398
!* preLoadRoom, to precache a specific room in memory 
// http://www.agsforums.com/tracker.php?action=detail&id=399
!* import whole folder, automatically does Import New on every PCX in folder
// http://www.agsforums.com/tracker.php?action=detail&id=400
!* FileOpen use clibfopen to enable user files included in .dat
// http://www.agsforums.com/tracker.php?action=detail&id=461
!* zoom for objects/overlays
// http://www.agsforums.com/tracker.php?action=detail&id=401
!* projectile support (one-shot objects) - eg. NewProjectile(x,y,to_x,to_y,speed)
// http://www.agsforums.com/tracker.php?action=detail&id=402
!* default script action "INTERACT WITH HOTSPOT_NAME" not "hotspot5"
// http://www.agsforums.com/tracker.php?action=detail&id=403
!* easy option for character reflection in roomedit
// http://www.agsforums.com/tracker.php?action=detail&id=404
!* Windows launcher program
// http://www.agsforums.com/tracker.php?action=detail&id=405
!* gamma correction
// http://www.agsforums.com/tracker.php?action=detail&id=406
!* support "&1" in CreateTextOverlay
// http://www.agsforums.com/tracker.php?action=detail&id=407
!* customize colours of save/restore/inputbox
// http://www.agsforums.com/tracker.php?action=detail&id=408
!* animated inventory items
&- animating inventory items
// http://www.agsforums.com/tracker.php?action=detail&id=409
!* show Wait cursor while loading room
// http://www.agsforums.com/tracker.php?action=detail&id=410
!* FLC background scenes
&- play movie in background of screen
&- using FLC as animating backgournd
// http://www.agsforums.com/tracker.php?action=detail&id=411
!* drawing functions, eg. DrawLine, DrawPixel, etc
// http://www.agsforums.com/tracker.php?action=detail&id=412
!- add drawing functions, eg. createLineOverlay
// http://www.agsforums.com/tracker.php?action=detail&id=413
!* add option to display images in letterbox borders
// http://www.agsforums.com/tracker.php?action=detail&id=460
!* option to reduce all graphics to 256-color when converting game
// http://www.agsforums.com/tracker.php?action=detail&id=414
!* some way of darkening the entire room, eg when light switched off
&- dark effect - eg. for turning off the lights and just having torch
&- light setting for actual room; also adjustable light mask for fine control
// http://www.agsforums.com/tracker.php?action=detail&id=415
!* popup-YP BELOW option
// http://www.agsforums.com/tracker.php?action=detail&id=416
!* list of user-friendly options for GUI button clicks
// http://www.agsforums.com/tracker.php?action=detail&id=417
!* enable multiple scripts to be run at once
// http://www.agsforums.com/tracker.php?action=detail&id=418
!* GUI radio buttons
&- check box, radio button on gui
// http://www.agsforums.com/tracker.php?action=detail&id=419
// http://www.agsforums.com/tracker.php?action=detail&id=420
!- setting screen transition for each room
// http://www.agsforums.com/tracker.php?action=detail&id=421
!- color picker tool, to find out palette num of a color
// http://www.agsforums.com/tracker.php?action=detail&id=422
!- more transitions, eg. fade-between, marquee, etc
&- more transitions, eg those from animation shop - also fade to white/red
// http://www.agsforums.com/tracker.php?action=detail&id=423
!- IT music
// http://www.agsforums.com/tracker.php?action=detail&id=424
!- option for speech text to appear in normal window, and also in teletype fashion
// http://www.agsforums.com/tracker.php?action=detail&id=425
!- right-click on hotspot event
// http://www.agsforums.com/tracker.php?action=detail&id=426
!- FaceDirection function
// http://www.agsforums.com/tracker.php?action=detail&id=427
!- option for GUI to change cursor when over it
// http://www.agsforums.com/tracker.php?action=detail&id=428
!- allow changing of background colour in sprite manager
// http://www.agsforums.com/tracker.php?action=detail&id=429
!- Someway for QFG2 Desert type walk-behinds... where the user goes down
   instead of foward.
// http://www.agsforums.com/tracker.php?action=detail&id=430
!- inventory window background
// http://www.agsforums.com/tracker.php?action=detail&id=431
!- change cursor when over screen edge (eg. for "exit" cursor)
// http://www.agsforums.com/tracker.php?action=detail&id=432
!- set character shade (overall, not area-specific)
// http://www.agsforums.com/tracker.php?action=detail&id=433
!- change to using a more accurate positioning system (eg. 1000x1000)
// http://www.agsforums.com/tracker.php?action=detail&id=434
!- allow user specify angles for movement
// http://www.agsforums.com/tracker.php?action=detail&id=449
!- allow customiable sierra-style inv window
&- customizable sierra-style inventory window
// http://www.agsforums.com/tracker.php?action=detail&id=435
!- change tempo of music, play 2 simulatneous music
// http://www.agsforums.com/tracker.php?action=detail&id=302
// http://www.agsforums.com/tracker.php?action=detail&id=464
!- fade-in object (eg. ObjectOnFade(x) - translucency)
// http://www.agsforums.com/tracker.php?action=detail&id=436
!- command to flip character horiz/vert
// http://www.agsforums.com/tracker.php?action=detail&id=437
!- try all resolutions above what is required in engine
// http://www.agsforums.com/tracker.php?action=detail&id=438
!- make Debug's teleport command take you to a walkable area on the scren
// http://www.agsforums.com/tracker.php?action=detail&id=439
!- export/import single gui element
// http://www.agsforums.com/tracker.php?action=detail&id=440
!- roomedit allow setting of default directory for gfx, sound, etc
// http://www.agsforums.com/tracker.php?action=detail&id=441
!- split up DAT file into sound.dat, rooms.dat, etc
// http://www.agsforums.com/tracker.php?action=detail&id=442
!- naming sound/music in roomedit
// http://www.agsforums.com/tracker.php?action=detail&id=12
!- easy non-script based way of doing SetPlayerCharacter and ChangeCharView
// http://www.agsforums.com/tracker.php?action=detail&id=443
!- font import from bmp/pcx
// http://www.agsforums.com/tracker.php?action=detail&id=34
!- text window type for each character
// http://www.agsforums.com/tracker.php?action=detail&id=444
!- character view preset editor (to change default loop order)
// http://www.agsforums.com/tracker.php?action=detail&id=445
!- Add an option in the ROOMS Options that specifies if this room is a map
   (with all interfaces off ) or not. So when entering this room all
   interfaces will be off and when exiting on.
// http://www.agsforums.com/tracker.php?action=detail&id=446
!- option to not draw bottom half of character in areas, ie. shallow water
// http://www.agsforums.com/tracker.php?action=detail&id=447
!- diagonal base lines
// http://www.agsforums.com/tracker.php?action=detail&id=448
!- option to disable walking to walk-to spots on Interact & Talk
// http://www.agsforums.com/tracker.php?action=detail&id=450
!- walk-lines, to help pathfinder with narrow areas
// http://www.agsforums.com/tracker.php?action=detail&id=451
!- ability to export views, cursors, etc
// http://www.agsforums.com/tracker.php?action=detail&id=42
// http://www.agsforums.com/tracker.php?action=detail&id=452
!- interface previewer - preview pushed and mouseover pictures
// http://www.agsforums.com/tracker.php?action=detail&id=453
!- "beginner" mode in RoomEdit, to hide advanced features for beginners
// http://www.agsforums.com/tracker.php?action=detail&id=454
!- link a script to a view frame
// http://www.agsforums.com/tracker.php?action=detail&id=455
!- per-room disabling of look, use and talk modes (not just walk as at present)
// http://www.agsforums.com/tracker.php?action=detail&id=456
!- sub-rooms, like drawer/locker/etc in sierra games
// http://www.agsforums.com/tracker.php?action=detail&id=457
!- map editor, to link rooms together
// http://www.agsforums.com/tracker.php?action=detail&id=458
!- new game option without restarting editor
// http://www.agsforums.com/tracker.php?action=detail&id=459

====================================================================================================
====================================================================================================

 - dialog box which you can add stuff to , eg. for cutscene
//CJ: Hmm, not really sure
 - script .view= must be view - 1
//CJ: Perhaps documentation needs to be clarified; otherwise close
 * restore game immediate effect
//CJ: request for RestoreGameSlot to work immediately, not after the script finishes running. Not really viable to do
 * characters_in_room array updated once per loop for speed optimization
//CJ: That's an 'internal' request to remind me to do it, it's the reason for adding the NewRoomNPC function and is still outstanding
 * music glitch after restarting game in QFG2
//CJ: Some sort of PlayMusicQueued glitch, details are so scarce there's not really anything of substance to say
 * check wrong extension being assigned to some run script interactions? eg. room_a
   is created by AGS but doesn't work; but room_b works instead?
//CJ: Possibly some sort of problem if you keep changing an interaction type to and from Run Script, but I can't replicate it
 * occasional crash on Paste From Clipboard (20x20 24-bit)
//CJ: I haven't been able to replicate this myself
 * First Time ENters Screen happening twice sometimes
&* bug with First Enters Screen happeneing twice
&* problem with First Time Enters Screen getting run twice somehow
&- make sure first-time-enters-screen only runs once
&- check first time enters screen happens twice
&- check using NewRoom runs First Time Enters scirpts even if not first time[/color]
//CJ: This was definitely a problem but I never managed to replicate it myself. It may still be a bug, but it hasn't been mentioned in a while so I'm not sure.

 * priority of events to do when script finishes - should be in same order as they were
   in the script
//CJ: not entirely sure

 * "No transparency" sprite import option
&* add a "no transparency" option to sprite imports
// "Palette index 0"? Maybe renaming it would be in order.

 - put speech skipping into script (eg. IfSpeechDisplayed)
//game.skip_speech_specific_key sufficient?

 * option to use old-style inv order updateing
&* add Inventory Compatibility mode (ie. call update_invorder every time)
// Difference between old and new style?

 * scripting bug with arrays of strings
// Arrays of strings are possible?

 - view (walkable-)areas for NPCs
// ?

 * trainer messages, that pop up at bottom of screen when for example add blue cup to inv
// ?

 * more room options
// ?
